sábado, 26 de enero de 2013

Now I'm going to introduce a light modification in the node before to create a basic carpaint material like these:

In the coated glossy node, explained in the plastic material, I have changed the diffuse node by a glossy node with GGX type.

This produce a wide range of red colors below the reflections. I have inserted a new parameter called ShinyMultiplier. It is the rougnness of the new glossy node. It should be 0.2 or higher. I was looking for a kind of ramp diffuse node for one color. The parameters for the images above are as follows:

martes, 22 de enero de 2013

This material is made with Blender and Cycles. I have tried to make a kind of coated glossy node.

I have mixed a diffuse and a glossy node to get a specular material. The
color of the glossy node will be the color of the specular reflections.
I have used RGB (0.8,0.8,0.8). It is not recommended to use (1,1,1),
because of it can produce fireflies. The roughness of the glossy node
will determine how sharp the mirror reflections are.

Then I have mixed this with another glossy node, but this time I have
use a fresnel node as mixing factor. My aim is getting a coating above
the material. For plastic this coating is weak, but I'm going to reuse
this node setup for other materials.

miércoles, 16 de enero de 2013

This material is made with Blender and Cycles. It is quite simple. You need to create an effect like a mirror.

In Cycles you need the Glossy node with Sharp option enabled. This setup doesn't take into account the Roughness paramenter. I have added a color ramp node, controlled by a facing layer weight node, to show a darker border outwards, which I see in some pictures, for example in Harley Davidson motorbikes:

In this node setup I have only played with the color of the material. I
think it would be better mixing two glossy nodes with fresnel or
facing, so it would be more accurate with reflections. About the
appropiate color, it depends on the references you take. I saw
accesories from many cars and motorbikes pictures (like this exhaust pipe of a Harley), and I observed that kind of gradient.

lunes, 14 de enero de 2013

In this material the most important is the color pattern. This is my node setup for this kind of pattern using four colors:

I divide this material in three levels:
1.- Two main colors (green and beige). I use Noise Texture to blend them.
2.- Some big spots (brown). I use Noise Texture to blend it with the
level before. Use a mapping node to ramdomize this spots, playing with
location and rotation values.
3.- Some small spots (black). I use Musgrave Texture to blend it with the levels before.
In all cases I use color ramp nodes, with constant interpolation, joined
to texture nodes, to create irregular spots without blending zones. You
can play with their stops to increase/decrease the size of the spots.